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Wednesday, April 11, 2012

Sparring the Windwalker

Sorry this has taken such a long time to write up compared to the others. Switching from a 7am-4pm work schedule to a 3pm-midnight is absolutely horrible. Anyway, wrapping up the specs and abilities (for now) we have the Windwalker, face smashing extraordinaire.

Note: For this I'm going to leave it at a preview of the abilities for right now. There have been some changes which I will go over shortly. The windwalker "rotation" is still in development. Many things are changing fast so I'll try to keep up with it. I apologize for such a long delay in just this post. Working 4pm to midnight has made me really just sleep, a lot. So check out the Windwalker abilities and I'll be back with changes that have happened so far in the beta.

Finally the DPS spec of the Monks.

Fists of Fury (LVL 10)

3 Chi, Melee Range, Channeled, 45 sec cooldown

Requires Tiger Stance

Pummel all targets in front of you with rapid hand strikes, stunning them and dealing 1 damage every 1 second for 4 seconds.

Note: Used this on AE groups in the Jade Temple dungeon and loved it. I don't know how well I did compared to the rest of the group (no recount/skada) but it made enemies just melt before me.

Flying Serpent Kick (LVL 18)

Instant, 25 sec cooldown

Soar through the air forwards at an increased speed.

While
traveling, use Flying Serpent Kick again to land yourself, dealing 300
damage to all enemies within 8 yards, and slowing them by 70% for 4
seconds.

Note: When I got into the beta and premade a monk I missed the part where you have to click it to land, this is a bit tricky but easy to get used to.

Afterlife (LVL 26)

When you kill an enemy while gaining experience or honor, you have a 50% chance to summon a healing sphere.

Healing Sphere

You form a
Healing Sphere out of a healing mists at the target location for 30
seconds. If allies walk through it, they consume the sphere, healing
themselves for 4,928. Maximum of 3 Healing Spheres can be active by the
Monk at any given time.

Energizing Wine (LVL 34)

Instant, 1 min cooldown

Requires Tiger Stance

Regenerates 60 Energy over 6 seconds, can only be used while in combat.

Note: The Thistle Teaof monks (without the becoming useless as you level part). This can be a great dps cooldown.

Sparring (LVL 42)

Requires Ox Stance, Tiger Stance

When
you are attacked by a melee enemy in front of you begin to spar their
attacks, increasing your chance to parry by 5% for 10 seconds. This
effect has a 30 second cooldown.

When you attack them back, Sparring is amplified by an additional 5%. Stacks up to 3 times.

Exploding Jade Blossom (LVL 48)

1 Chi, 30 yard range, Instant

Requires Ox Stance, Tiger Stance

Deals 13,505 Physical damage to the first enemy target in front of you within 30 yards, rooting them for 2 seconds.

If Exploding Jade Blossom travels further than 10 yards, the damage is increased by 50%.

Rising Sun Kick (LVL 56)

2 Chi, Melee Range, Instant, 8 sec cooldown

You kick upwards, attacking the enemy twice for 1,066 weapon damage with a 30% chance to perform a third attack.

When
you consume 3 Chi, your Statue will conjure a White Tiger Effigy which
travels towards the last enemy you attacked, dealing 846 damage.

If the effigy travels for 5 seconds, it becomes lusted, moving at a greater speed and dealing 100% increased damage.

Tiger's Lust (on-click effect)

Increases the damage done by the ally and the Monk by 15% for 6 seconds. Limit 2 charges per statue.

Muscle Memory (LVL 72)

Your fighting technique improves over time during
combat. Anytime you Jab a target from behind, your chance to critically
hit with Jab increases by 1% for 30 seconds. This effect can stack up to
100 times.

Leaving combat or an encounter will clear your Muscle Memory.

Mastery: Combo Breaker (LVL 80)

Grants an 11% chance for Jab to cause your next Tiger
Palm to cost no Chi, or your next Blackout Kick to cost no Chi and be
usable on targets regardless of their health percentage.

Each point of Mastery increases the chance by an additional 1.4%.

Baseline Abilities useful to the Windwalkers:

Blackout Kick

2 Chi, Melee Range, Instant, 3 sec cooldown

Kick with a blast of sha energy, causing 471 Physical damage to an enemy target. Only useable on targets at or below 35% health.

If
the enemy attacks you within melee range while victim to Crackling Jade
Lightning, they are knocked back a short distance. This effect has an 8
second cooldown.

Detox

520 Mana, 40 yard range, Instant Cast, 8 sec cooldown

Eliminates ailments from the friendly target, removing all harmful Poison and Bleed effects.

Disable

15 Energy, Melee Range, Instant

You attempte to disable the target's movement, reducing their movement speed by 25%. Stacks up to 2 times.

If
you use Disable a third time on a target while they have 2 stacks, all
stacks will be consumed and they will be rooted for 8 seconds.

Expel Harm

400 Mana, Melee Range, Instant Cast, 15 sec cooldown

Instantly
heals the target for 14,896, and causes 120% of the amount healed to
instantly be dealt to a nearby enemy as damage within 5 yards of the
target.

Fortifying Ale

Instant, 3 min cooldown

Increases your health by 100%, but you cannot be healed. Lasts 20 seconds.

Grapple Weapon

40 yard range, Instant, 1 min cooldown

You
fire off a rope spear, grappling the target's weapon and shield,
returning them to you. Depending on the quality of the weapon, your
damage done, healing done, and damage reduction may be increased.

Healing Sphere

300 Mana, 40 yard range, 1.37 sec cast

You
form a Healing Sphere out of a healing mists at the target location for
30 seconds. If allies walk through it, they consume the sphere, healing
themselves for 4,928. Maximum of 3 Healing Spheres can be active by the
Monk at any given time.

Jab

40 Energy, Melee Range, Instant

You Jab the target, dealing 139 damage and generating 1 Chi.

Legacy of the Emperor

40 yard range, Instant

You extol the words of the last emperor, increasing Strength, Agility, and Intellect by 5%.

If the target is in your party or raid, all party and raid members will be affected.

Meditation

Channeled, 3 min cooldown

Reduces all
damage taken by 99% and redirects to you all harmful spells cast against
your allies within 30 yards. Lasts 10 seconds.

Being the victim of a melee attack will break your Meditation, cancelling the effect.

Paralysis

Melee Range, Instant 15 sec cooldown

You
cause the target's muscles to contract, incapacitating them for 30
seconds. If done from behind the target, the duration is doubled. Only
one target can be victim to Paralysis at any given time. Any damage
taken will cancel the effect.